Author
Topic: [SR5] Forbidden Arcana (Read 6736 times)

As per page 92 in 1st ed., all combat spells have an initial Wound Category of Light, not Nothing. So even if you didn't make enough extra to increase it, you still started out at Light before resistance tests.

Logged

Do you believe in a greater WIRELESS, an Invisible(WiFi) All Seeing(detecting those connected- at least if within 100'), All Knowing(all online data) Presence that we can draw upon for Wisdom(downloads & updates), Strength (wifi boni) and Comfort (porn) or do you turn your back on it (Go Offline)?

My memory of 1e is fuzzy, but I played so much 2e.... the magic rules are still seared into my frontal cortex.

In 2e all spells had various damage and drain codes.... which made spell casting a headache to track and note. (Lets see... if I cast Fireball its F(serious) damage plus net hits... but I have to resist F+2(m) drain. If I cast hellblast I do f(deadly) damage plus net hits. But have to resist F+4(S) drain!)

Logged

Where am I going? And why am I in a hand basket

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

As per page 92 in 1st ed., all combat spells have an initial Wound Category of Light, not Nothing. So even if you didn't make enough extra to increase it, you still started out at Light before resistance tests.

Correct.When I said nothing I was saying that if you didn't score a success there was no effect. You need at least 1 hit to do the base "Light" damage.

I have been critical of products in the past but I am very willing to give credit where credit is due: FA is a great product. Yes there are some minor typos and some things could be explained better but overall, this represents a huge upgrade to street magic.

I agree this is a lot better than the bestiary was an i like the fact with alchemy you can now create orchalcum and take your mentor spirit as a contact. Otherwise a lot of interesting content and plot ideas here.